after playing a match today I found something new to gripe about.
the low reward for losing matches and the very little funds earned LRMs.
I don't see why losing a match should give you exactly 0 cbills. it kinda destroys grinding as a pub because you really can't grind. atleast not against pre mades anyway. I mean you can try to communicate with the other pubs through text chat but that just can't be possible when 40% of the time, the chat is broken so nobody can talk and the rest of the time nobody really cares to co operate. I mean you throw a bunch of guys together give them no way to even acknowledge directions or who to target and then give them a higher reward in the form of spotting and laser damage so all they end up doing is zerg rushing to get the most spots and damage done and then dying leaving the actual people who stood their own to fight 1 on 4 or worse.
Now, I'm all well and glad that LRMs got a nerf, almost an over nerf but a much needed one. But how do you defend the total lack of damage it does? and the fact that the bills earned don't even cover the rearming cost? shouldn't damage done per round for ballistics and missiles be able to cover their own costs?
And as a final gripe, why does the uac dragon have some 200 rounds of lrm and a minuscule amount of ballistic ammo? shouldn't that be flipped considering the LRM isn't its main weapon?
hopefully this gets addressed and fixed
Game Gripes, The Endless Saga
Started by AdmirableAdmiral, Nov 17 2012 02:39 PM
2 replies to this topic
#1
Posted 17 November 2012 - 02:39 PM
#2
Posted 17 November 2012 - 02:43 PM
The mechs have tabletop values for AMMO TONNAGE.
LRMs got a bigger buff than AC10, but one ton of LRM was ALWAYS way more than one ton of AC10. The mech has probably 1 ton of LRM, but in order to match that with AC10, it would need (I think) around 10 tons. Almost no default mech carries 10 tons of ammo. The AC10 shots it DOES have were considered sufficient for tabletop because the gun only fired once per turn, did ten damage, and that was impressive. It also has LRM backup and lasers.
LRMs got a bigger buff than AC10, but one ton of LRM was ALWAYS way more than one ton of AC10. The mech has probably 1 ton of LRM, but in order to match that with AC10, it would need (I think) around 10 tons. Almost no default mech carries 10 tons of ammo. The AC10 shots it DOES have were considered sufficient for tabletop because the gun only fired once per turn, did ten damage, and that was impressive. It also has LRM backup and lasers.
#3
Posted 17 November 2012 - 02:52 PM
this isn't table top, get over it. considering the dragon's main weapon is its ballistic right arm, that should have the most ammo. also the dragon has two(2) lrm ammo for every one(1) ballistic ammo.
Also none of this addresses the poor economical choices in that the payout per damage per shot is very poor and ends up costing you money per shot rather than you earning it. You might as well be missing every shot because you'll end up still paying for it anyway. couple this with the shot lag and you now understand why almost every vet for this game uses laser boats or ssrms, gauss excluded because those rounds actually travel a normal speed and have a better reaction time
Also none of this addresses the poor economical choices in that the payout per damage per shot is very poor and ends up costing you money per shot rather than you earning it. You might as well be missing every shot because you'll end up still paying for it anyway. couple this with the shot lag and you now understand why almost every vet for this game uses laser boats or ssrms, gauss excluded because those rounds actually travel a normal speed and have a better reaction time
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